Is it possible to create a computer which can interact with us as we interact each other? For example imagine
in a fine morning you walk on to your computer room and switch on your computer, and then it tells you "Hey
friend, good morning you seem to be a bad mood today. And then it opens your mail box and shows you
some of the mails and tries to cheer you. It seems to be a fiction, but it will be the life lead by "BLUE EYES"
in the very near future.
The basic idea behind this technology is to give the computer the human power. We all have some
perceptual abilities. That is we can understand each others feelings. For example we can understand ones
emotional state by analyzing his facial expression. If we add these perceptual abilities of human to
computers would enable computers to work together with human beings as intimate partners. The "BLUE
EYES" technology aims at creating computational machines that have perceptual and sensory ability like
those of human beings.
CONTENTS
1. INTRDUCTION-----------------------------------------------------------------------------------1
2. EMOTION MOUSE------------------------------------------------------------------------------2
2.2THEORY--------------------------------------------------------------------------------- 3
2.3EXPERIMENTAL DESIGN-----------------------------------------------------------4
2.3.1 METHOD------------------------------------------------------------------4
2.3.2 PROCEDURE------------------------------------------------------------5
2.3.3 RESULTS-----------------------------------------------------------------5
3.1 IMPLEMENTATION-----------------------------------------------------------------14
3.2 IBM ALMADEN EYE TRACKER-------------------------------------------------14
3.3 IMPLIMENTING MAGIC POINTING--------------------------------------------16
3.4 EXPERIMENT----------------------------------------------------------..................16
3.5 EXPERIMENTAL DESIGN-------------------------------------......................17
3.6 EXPERIMENTAL RESULTS------------------------------------------------------19
6. CONCLUSION--------------------------------------------------------------------------------- 27
7 .BIBILIOGRAPHY---------------------------------------------------------------------------------- 28
1 INTRODUCTION
Imagine yourself in a world where humans interact with computers. You are
sitting in front of your personal computer that pan listen, talk, or even scream aloud. It has the ability to
gather information about you and interact with you through special techniques like facial recognition,
speech recognition, etc. It can even understand your emotions at the touch of the mouse. It verifies
your identity, feels your presents, and starts interacting with you .You ask the computer to dial to your
friend at his office. It realizes the urgency of the situation through the mouse, dials your friend at his
computers would enable computers to work together with human beings as intimate partners.
Researchers are attempting to add more capabilities to computers that will allow them to interact like
humans, recognize human presents, talk, listen, or even guess their feelings.
have perceptual and sensory ability like those of human beings. It uses non-obtrusige sensing
method, employing most modern video cameras and microphones to identifies the users actions
through the use of imparted sensory abilities . The machine can understand what a user wants, where
computer system. This type of project could possibly include gesture recognition, facial recognition,
eye tracking, speech recognition, etc. Another noninvasive way to obtain information about a person is
through touch. People use their computers to obtain, store and manipulate data using their computer.
In order to start creating smart computers, the computer must start gaining information about the user.
Our proposed method for gaining user information through touch is via a computer input device, the
mouse. From the physiological data obtained from the user, an emotional state may be determined
which would then be related to the task the user is currently doing on the computer. Over a period of
time, a user model will be built in order to gain a sense of the user's personality. The scope of the
project is to have the computer adapt to the user in order to create a better working environment
where the user is more productive. The first steps towards realizing this goal are described here.
Rosalind Picard (1997) describes why emotions are important to the computing
community. There are two aspects of affective computing: giving the computer the ability to detect
emotions and giving the computer the ability to express emotions. Not only are emotions crucial for
rational decision making as Picard describes, but emotion detection is an important step to an
adaptive computer system. An adaptive, smart computer system has been driving our efforts to detect
a person's emotional state. An important element of incorporating emotion into computing is for
productivity for a computer user. A study (Dryer & Horowitz, 1997) has shown that people with
personalities that are similar or complement each other collaborate well. Dryer (1999) has also shown
that people view their computer as having a personality. For these reasons, it is important to develop
emotion, over a period of time the person's personality is being exhibited. Therefore, by giving
the computer a longitudinal understanding of the emotional state of its user, the
computer could adapt a working style which fits with its user's personality. The result of this
collaboration could increase productivity for the user. One way of gaining information from a user non-
intrusively is by video. Cameras have been used to detect a person's emotional state (Johnson, 1999).
We have explored gaining information through touch. One obvious place to put sensors is on the
mouse. Through observing normal computer usage (creating and editing documents and surfing the
web), people spend approximately 1/3 of their total computer time touching their input device. Because
of the incredible amount of time spent touching an input device, we will explore the possibility of
2.2 THEORY
person's emotional state and a person's physiological measurements. Selected works from Ekman
and others on measuring facial behaviors describe Ekman's Facial Action Coding System (Ekman and
Rosenberg, 1997). One of his experiments involved participants attached to devices to record certain
measurements including pulse, galvanic skin response (GSR), temperature, somatic movement and
blood pressure. He then recorded the measurements as the participants were instructed to mimic
facial expressions which corresponded to the six basic emotions. He defined the six basic emotions as
anger, fear, sadness, disgust, joy and surprise. From this work, Dryer (1993) determined how
Six participants were trained to exhibit the facial expressions of the six basic
emotions. While each participant exhibited these expressions, the physiological changes associated
with affect were assessed. The measures taken were GSR, heart rate, skin temperature and general
somatic activity (GSA). These zata were then subject to two analyses. For the first analysis, a
multidimenslcr.s" scaling (MDS) procedure was used to determine the dimensionality of the data. Tr'a
analysis suggested that the physiological similarities and dissimilarities of the six emotional states fit
that would distinguish the six emotional states. This analysis suggested that all four
functions that distinguish the six states. Moreover, these analyses indicate that these four
physiological measures are sufficient to determine reliably a person's specific emotional state.
Because of our need to incorporate these measurements into a small, non-intrusive form, we will
explore taking these measurements from the hand. The amount of conductivity of the skin is best
taken from the fingers. However, the other measures may not be as obvious or robust. We
hypothesize that changes in the temperature of the finger are reliable for prediction of emotion. We
also hypothesize the GSA can be measured by change in movement in the computer mouse. Our
physiological readings measured were heart rate, temperature, GSR and somatic movement. The
heart rate was measured through a commercially available chest strap sensor. The temperature was
measured with a thermocouple attached to a digital multimeter (DMM). The GSR was also measured
with a DMM. The somatic movement was measured by recording the computer mouse movements.
2.3.1 Method
Six people participated in this study (3 male, 3 female). The experiment was
within subject design and order of presentation was counterbalanced across participants.
2.3.2 Procedure
Participants were asked to sit in front of the computer and hold the temperature
and GSR sensors in their left hand hold the mouse with their right hand and wore the chest sensor.
The resting (baseline) measurements were recorded for five minutes and then the participant was
instructed to act out one emotion for five minutes. The emotions consisted of: anger, fear, sadness,
disgust, happiness and surprise. The only instruction for acting out the emotion was to show the
2.3.3 Results
The data for each subject consisted of scores for four physiological
assessments [GSA, GSR, pulse, and skin temperature, for each of the six emotions (anger, disgust,
fear, happiness, sadness, and surprise)] across the five minute baseline and test sessions. GSA data
was sampled 80 times per second, GSR and temperature were reported approximately 3-4 times per
second and pulse was recorded as a beat was detected, approximately 1 time per second. We first
calculated the mean score for each of the baseline and test sessions. To account for individual
variance in physiology, we calculated the difference between the baseline and test scores. Scores that
differed by more than one and a half standard deviations from the mean were treated as missing. By
this criterion, twelve score were removed from the analysis. The remaining data are described in Table
1.
Tabic I: Di (Terence
Scores.
among the six different emotions, the data were analyzed with a discriminant function analysis. The four
physiological difference scores were the discriminating variables and the six emotions were the
discriminated groups. The variables were entered into the equation simultaneously, and four canonical
discriminant functions were calculated. A Wilks' Lambda test of these four functions was marginally
statistically significant; for lambda = .192, chi-square (20) = 29.748, p < .075. The functions are shown in
Table 2
shown in Table 3. Function 1 is defined by sadness and fear at one end and anger and surprise at the
other. Function 2 has fear and disgust at one end and sadness at the other. Function 3 has happiness at
one end and surprise at the other. Function 4 has disgust and anger at one end and surprise at the other.
Table 3:
group membership for each set of physiological data. As shown in Table 4, two-thirds of the cases
The results show the theory behind the Emotion mouse work is fundamentally
sound. The physiological measurements were correlated to emotions using a correlation model. The
correlation model is derived from a calibration process in which a baseline attribute-to emotion
correlation is rendered based on statistical analysis of calibration signals generated by users having
emotions that are measured or otherwise known at calibration time. Now that we have proven the
method, the next step is to improve the hardware. Instead of using cumbersome multimeters to gather
information about the user, it will be better to use smaller and less intrusive units. We plan to improve
our infrared pulse detector which can be placed inside the body of the mouse. Also, a framework for
the user modeling needs to be develop in order to correctly handle all of the information after it has
been gathered. There are other possible applications for the Emotion technology other than just
increased productivity for a desktop computer user. Other domains such as entertainment, health and
the communications and the automobile industry could find this technology useful for other purposes.
This work explores a new direction in utilizing eye gaze for computer input.
Gaze tracking has long been considered as an alternative or potentially superior pointing method for
computer input. We believe that many fundamental limitations exist with traditional gaze pointing. In
particular, it is unnatural to overload a perceptual channel such as vision with a motor control task.
We therefore propose an alternative approach, clubbed MAGIC (Manual And Gaze Input Cascaded)
pointing. With such an approach, pointing appears to the user to be a manual task, used for fine
manipulation and selection. However, a large portion of the cursor movement is eliminated by warping
which encompasses the target. Two specific MAGIC pointing techniques, one
conservative and one liberal, were designed, analyzed, and implemented with an eye tracker we
developed. They were then tested in a pilot study. This early stage exploration showed that the MAGIC
pointing techniques might offer many advantages, including reduced physical effort and fatigue as
compared to traditional manual pointing, greater accuracy and naturalness than traditional gaze
pointing, and possibly faster speed than manual pointing. The pros and cons of the two techniques are
In our view, there are two fundamental shortcomings to the existing gaze
pointing techniques, regardless of the maturity of eye tracking technology. First, given the one-degree
size of the fovea and the subconscious jittery motions that the eyes constantly produce, eye gaze is
not precise enough to operate Ul widgets such as scrollbars, hyperlinks, and slider handles In Proc.
CHI'99: ACM Conference on Human Factors in Computing Systems. 246-253, Pittsburgh, 15-20
viewing distance to the screen, one degree of arc corresponds to 0.44 in, which is twice the size of*a
typical scroll bar and much greater than the size of a typical character.
Second, and perhaps more importantly, the eye, as one of our primary
perceptual devices, has not evolved to be a control organ. Sometimes its movements are voluntarily
controlled while at other times it is driven by external events. With the target selection by dwell time
method, considered more natural than selection by blinking [7], one has to be conscious of where one
looks and how long one looks at an object. If one does not look at a target continuously for a set
threshold (e.g., 200 ms), the target will not be successfully selected. On the other hand, if one stares
at an object for more than the set threshold, the object will be selected, regardless of the user's
intention. In some cases there is not an adverse effect to a false target selection. Other times it can be
annoying and counterproductive (such as unintended jumps to a web page). Furthermore, dwell fee
zsr only substitute for one mouse click. There are often two steps to target activation. A single click
selects the target (e.g., an application icon) and a double click (or a different physical button click)
opens the icon (e.g., launches an application). To perform both steps with dwell time is even more
perception channel with a motor control task seems fundamentally at odds with users' natural mental
model in which the eye searches for and takes in information and the hand produces output that
manipulates external objects. Other than for disabled users, who have no alternative, using eye gaze
Are there interaction techniques that utilize eye movement to assist the control
task but do not force the user to be overly conscious of his eye movement? We wanted to design a
technique in which pointing and selection remained primarily a manual control task but were also
the vicinity of the target, which was presumably what the user was looking at, thereby effectively
Once the cursor position had been redefined, the user would need to only
make a small movement to, and click on, the target with a regular manual input device. In other
words, we wanted to achieve Manual And Gaze Input Cascaded (MAGIC) pointing, or Manual
Acquisition with Gaze Initiated Cursor. There are many different ways of designing a MAGIC pointing
technique. Critical to its effectiveness is the identification of the target the user intends to acquire. We
have designed two MAGIC pointing techniques, one liberal and the other conservative in terms of
target identification and cursor placement. The liberal approach is to warp the cursor to every new
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The user can then take control of the cursor by hand near (or on) the target, or
ignore it and search for the next target. Operationally, a new object is defined by sufficient distance
(e.g., 120 pixels) from the current cursor position, unless the cursor is in a controlled motion by hand.
Since there is a 120-pixel threshold, the cursor will not be warped when the user does continuous
manipulation such as drawing. Note that this MAGIC pointing technique is different from traditional eye
gaze control, where the user uses his eye to point at targets either without a cursor or with a cursor
The liberal approach may appear "pro-active," since the cursor waits readily in
the vicinity of or on every potential target. The user may move the cursor once he decides to acquire
the target he is looking at. On the other hand, the user may also feel that the cursor is over-active
when he is merely looking at a target, although he may gradually adapt to ignore this behavior. The
more conservative MAGIC pointing technique we have explored does not warp a cursor to a target
until the manual input device has been actuated. Once the manual, input device has been actuated,
the cursor is warped to the gaze area reported by the eye tracker. This area should be on or in the
vicinity of the target. The user would then steer the cursor annually towards the target to complete the
target acquisition. As illustrated in Figure 2, to minimize directional uncertainty after the cursor
placed at the enter of the gaze area, the cursor position is offset to the intersection of the manual
actuation vector and the boundary f the gaze area. This means that once warped, the cursor is likely
to appear in motion towards the target, regardless of how the user actually actuated the manual input
device. We hoped that with the intelligent bias the user would not have to Gaze position reported by
eye tracker Eye tracking boundary with 95% confidence True target will be within the circle with 95%
probability. The cursor is warped to eye tracking position, which is on or near the true target Previous
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target that the user fixates on. Actuate input device, observe the cursor position and decide in which
direction to steer the cursor. The cost to this method is the increased manual movement amplitude.
Figure 2. The conservative MAGIC pointing technique with "intelligent offset" To initiate a pointing trial,
there are two strategies available to the user. One is to follow "virtual inertia:" move from tie cursor's
current position towards the new target the user is looking at. This is likely the strategy the user will
employ, due to the way the user interacts with today's interface. The alternative strategy, which may
be more advantageous but takes time to learn, is to ignore the previous cursor position and make a
motion which is most convenient and least effortful to the user for a given input device.
The goal of the conservative MAGIC pointing method is the following. Once the
user looks at a target and moves the input device, the cursor will appear "out of the blue" in motion
towards the target, on the side of the target opposite to the initial actuation vector. In comparison to the
liberal approach, this conservative approach has both pros and cons. While with this technique the
cursor would never be over-active and jump to a place the user does not intend to acquire, it may
require more hand-eye coordination effort. Both the liberal and the conservative MAGIC pointing
techniques let the hand complete the pointing task, so they can be as accurate as any other manual
input techniques.
3. A more natural mental model for the user. The user does not have to be
aware of the role of the eye gaze. To the user, pointing continues to be a manual task, with a cursor
4. Speed. Since the need for large magnitude pointing operations is less than
with pure manual cursor control, it is possible that MAGIC pointing will be faster than pure manual
pointing.
pleasantly than pure manual control, even if it operates at the same speed or more slowly.
The fourth point wants further discussion. According to the well accepted Fitts'
Law, manual pointing time is logarithmically proportional to the A/W ratio, where A is the movement
distance and W is the target size. In other words, targets which are smaller or farther away take longer
to acquire.
For MAGIC pointing, since the target size remains the same but the cursor
movement distance is shortened, the pointing time can hence be reduced. It is less clear if eye gaze
control follows Fitts' Law. In Ware and Mikaelian's study, selection time was shown to be
logarithmically proportional to target distance, thereby conforming to Fitts' Law. To the contrary, Silbert
and Jacob [9] found that trial completion time with eye tracking input increases little with distance,
therefore defying Fitts' Law. In addition to problems with today's eye tracking systems, such as delay,
error, and inconvenience, there may also be many potential human factor disadvantages to the
1. With the more liberal MAGIC pointing technique, the cursor warping can be
overactive at times, since the cursor moves to the new gaze location whenever the eye gaze moves
more than a set distance (e.g., 120 pixels) away from the cursor. This could be particularly distracting
when the user is trying to read. It is possible to introduce additional constraint according to the context.
For example, when the user's eye appears to follow a text reading pattern, MAGIC pointing can be
automatically suppressed.
cumbersome strategy: take a touch (use the manual input device to activate the cursor), wait (for the
cursor to appear), and move (the cursor to the target manually). Such a strategy may prolong the
target acquisition time. The user may have to learn a novel hand-eye coordination pattern to be
efficient with this technique. Gaze position reported by eye tracker Eye tracking boundary with 95%
confidence True target will be within the circle with 95% probability The cursor is warped to the
boundary of the gaze area, along the initial actuation vector Previous cursor position, far from target
3. With pure manual pointing techniques, the user, knowing the current cursor
location, could conceivably perform his motor acts in parallel to visual search. Motor action may start
as soon as the user's gaze settles on a target. With MAGIC pointing techniques, the motor action
computation (decision) cannot start until the cursor appears. This may negate the time saving gained
from the MAGIC pointing technique's reduction of movement amplitude. Clearly, experimental
(implementation and empirical) work is needed to validate, refine, or invent alternative MAGIC pointing
techniques.
3.1 IMPLEMENTATION
One was to design and implement an eye tracking system and the other was to implement MAGIC
pointing techniques at the operating systems level, so that the techniques can work with all software
Since the goal of this work is to explore MAGIC pointing as a user interface
technique, we started out by purchasing a commercial eye tracker (ASL Model 5000) after a market
survey. In comparison to the system reported in early studies (e.g. [7]), this system is much more
compact and reliable. However, we felt that it was still not robust enough for a variety of people with
different eye characteristics, such as pupil brightness and correction glasses. We hence chose to
develop and use our own eye tracking system [10]. Available commercial systems, such as those
made by ISCAN Incorporated, LC Technologies, and Applied Science Laboratories (ASL), rely on a
single light source that is positioned either off the camera axis in the case of the ISCANETL-400
systems, or on-axis in the case of the LCT and the ASL E504 systems. Illumination from an off-axis
When the light source is placed on-axis with the camera optical axis, the
camera is able to detect the light reflected from the interior of the eye, and the image of the pupil
This effect is often seen as the red-eye in flash photographs when the flash is
Bright (left) and dark (right) pupil images resulting from on- and off-axis
illumination. The glints, or corneal reflections, from the on- and off-axis light sources can be easily
identified as the bright points in the iris. The Almaden system uses two near infrared (IR) time
multiplexed light sources, composed of two sets of IR LED's, which were synchronized with the
camera frame rate. One light source is placed very close to the camera's optical axis and is
synchronized with the even frames. Odd frames are synchronized with the second light source,
positioned off axis. The two light sources are calibrated to provide approximately equivalent whole-
scene illumination. Pupil detection is realized by means of subtracting the dark pupil image from the
bright pupil image. After thresholding the difference, the largest connected component is identified as
the pupil. This technique significantly increases the robustness and reliability of the eye tracking
system. After implementing our system with satisfactory results, we* discovered that similar pupil
detection schemes had been independently developed by Tomonoetal and Eb'isawa and Satoh.
It is unfortunate that such a method has not been used in the commercial
systems. We recommend that future eye tracking product designers consider such an approach.
Once the pupil has been detected, the corneal reflection (the glint reflected from
the surface of the cornea due to one of the light sources) is determined from the dark pupil image. The
reflection is then used to estimate the user's point of gaze in terms of the screen coordinates where
the user is looking at. The estimation of the user's gaze requires an initial calibration procedure, similar
to that required by commercial eye trackers. Our system operates at 30 frames per second on a
Pentium II 333 MHz machine running Windows NT. It can work with any PCI frame grabber compatible
system. The techniques work independently from the applications. The MAGIC pointing program
takes data from both the manual input device (of any type, such as a mouse) and the eye tracking
system running either on the same machine or on another machine connected via serial port. Raw
data from an eye tracker can not be directly used for gaze-based interaction, due to noise from
image processing, eye movement jitters, and samples taken during saccade (ballistic eye
movement) periods. We experimented with various filtering techniques and found the most
effective filter in our case is similar to that described in [7]. The goal of filter design in general is to
make the best compromise between preserving signal bandwidth and eliminating unwanted noise.
In the case of eye tracking, as Jacob argued, eye information relevant to interaction lies in the
fixations. The key is to select fixation points with minimal delay. Samples collected during a
saccade are unwanted and should be avoided. In designing our algorithm for picking points of
fixation, we considered our tracking system speed (30 Hz), and that the MAGIC pointing
techniques utilize gaze information only once for each new target, probably immediately after a
saccade. Our filtering algorithm was designed to pick a fixation with minimum delay by means of
3.4 EXPERIMENT
research, although they are particularly needed in this field. Human behavior and processes at the
perceptual motor level often do not conform to conscious-level reasoning. One usually cannot
correctly describe how to make a turn on a bicycle. Hypotheses on novel interaction techniques
can only be validated by empirical data. However, it is also particularly difficult to conduct
empirical research on gaze-based interaction techniques, due to the complexity of eye movement
and the lack of reliability in eye tracking equipment. Satisfactory results only come when
"everything is going right." When results are not as expected, I: :s difficult to find the true reason
among many possible reasons: Is it because a subject's particular eye property fooled the eye
tracker? Was there a calibration error? Or random noise in the imaging system? Or is the
hypothesis in fact invalid? We are still at a very early stage of exploring the MAGIC pointing
techniques. More refined or even very different techniques may be designed in the future. We are
by no means ready to conduct the definitive empirical studies on MAGIC pointing. However, we
also feel that it is important to subject our work to empirical evaluations early so that quantitative
observations can be made and fed back to the iterative design-evaluation-design cycle. We
therefore decided to conduct a small-scale pilot study to take an initial peek at the use of MAGIC
The two MAGIC pointing techniques described earlier were put to test using
a set of parameters such as the filter's temporal and spatial thresholds, the minimum cursor
warping distance, and the amount of "intelligent bias" (subjectively selected by the authors without
extensive user testing). Ultimately the MAGIC pointing techniques should be evaluated with an
array of manual input devices, against both pure manual and pure gaze-operated pointing
methods.
manual input device. A standard mouse was first ^considered to be the manual input device in the
experiment. However, it was soon realized not to be the most suitable device for MAGIC pointing,
especially when a user decides to use the push-upwards strategy with the intelligent offset.
Because in such a case the user always moves in one direction, the mouse tends to be moved off
the pad, forcing the user adjust the mouse position, often during a pointing trial. We hence
decided to use a miniature isometric pointing stick (IBM Track Point IV, commercially used in the
IBM ThinkPad 600 and 770 series notebook computers). Another device suitable for MAGIC
pointing is a touchpad: the user can choose one convenient gesture and to take advantage of the
intelligent offset. The experimental task was essentially a Fitts' pointing task. Subjects were asked
to point and click at targets appearing in random order. If the subject clicked off-target, a miss was
logged but the trial continued until a target was clicked. An extra trial was added to make up for
the missed trial. Only trials with no misses were collected for time performance analyses. Subjects
were difficult to find the true reason among many possible reasons: Is it because a subject's
particular eye property fooled the eye tracker? Was there a calibration error? Or random noise in
the imaging system? Or is the hypothesis in fact invalid? We are still at a very early stage of
exploring the MAGIC pointing techniques. More refined or even very different techniques may be
designed in the future. We are by no means ready to conduct the definitive empirical studies on
MAGIC pointing. However, we also feel that it is important to subject our work to empirical
evaluations early so that quantitative observations can be made and fed back to the iterative
The two MAGIC pointing techniques described earlier were put to test using
a set of parameters such as the filter's temporal and spatial thresholds, the minimum cursor
warping distance, and the amount of "intelligent bias" (subjectively selected by the authors without
extensive user testing). Ultimately the MAGIC pointing techniques should be evaluated with an
array of manual input devices, against both pure manual and pure gaze-operated pointing
methods.
manual input device. A standard mouse was first ^considered to be the manual input device in the
experiment. However, it was soon realized not to be the most suitable device for MAGIC pointing,
especially when a user decides to use the push-upwards strategy with the intelligent offset.
Because in such a case the user always moves in one direction, the mouse tends to be moved off
the pad, forcing the user adjust the mouse position, often during a pointing trial. We hence
decided to use a miniature isometric pointing stick (IBM Track Point IV, commercially used in the
IBM ThinkPad 600 and 770 series notebook computers). Another device suitable for MAGIC
pointing is a touchpad: the user can choose one convenient gesture and to take advantage of the
intelligent offset. The experimental task was essentially a Fitts' pointing task. Subjects were asked
to point and click at targets appearing in random order. If the subject clicked off-target, a miss was
logged but the trial continued until a target was clicked. An extra trial was added to make up for
the missed trial. Only trials with no misses were collected for time performance analyses. Subjects
were
asked to complete the task as quickly as possible and as accurately as possible. To serve as a
motivator, a $20 cash prize was set for the subject with the shortest mean session completion time
The task was presented on a 20 inch CRT color monitor, with a 15 by 11 inch
viewable area set at resolution of 1280 by 1024 pixels. Subjects sat from the screen at a distance of
□ three target distances: 200 pixels (2.34 in, 5.37 degree), 500 pixels (5.85 in,
13.37 degree), and 800 pixels (9.38 in, 21.24 degree)
three techniques: (1) Standard, pure manual pointing with no gaze tracking (No Gaze); (2) The
conservative MAGIC pointing method with intelligent offset (Gazel); (3) The liberal MAGIC pointing
method (Gaze2). Nine subjects, seven male and two female, completed the experiment. The order of
techniques was balanced by a Latin square pattern. Seven subjects were experienced Track Point
users, while two had little or no experience. With each technique, a 36-trial practice session was first
to find the most suitable strategies (aggressive, gentle, etc.). Tre practice
session was followed by two data collection sessions. Although our e.z
tracking system allows head motion, at least for those users who do not wear glasses, we decided to
Given the pilot nature and the small scale of the experiment, we expected the
statistical power of the results to be on the weaker side. In other words, while the significant effects
revealed are important, suggestive trends that are statistically non-significant are still worth noting for
future research. First, we found that subjects' trial completion time significantly varied with techniques:
The total average completion time was 1.4 seconds with the standard manual
Sesslonl
control technique 1.52 seconds with the conservative MAGIC pointing technique (Gazel),
and 1.33 seconds with the liberal MAGIC pointing technique (Gaze2). Note that the Gazel
Technique had the greatest improvement from the first to the second
experiment session, suggesting the possibility of matching the performance of the other two
As expected, target size significantly influenced pointing time: f(1,8) = 178, p <
0.001. This was true for both the manual and the two MAGIC pointing techniques (Figure 6).
-19.
Dept. of Computer Science & Engg. Blue Eyes
small (20)
large(GO)
p < 0.001. However, the amount of influence varied with the technique used, as indicated by the
significant interaction between technique and amplitude: F( 4 , 32) = 7.5, p < 0.001 (Figure 7).
As pointing amplitude increased from 200 pixels to 500 pixels and then to 800
pixels, subjects' completion time with the No_Gaze condition increased in a non-linear, logarithmic-
like pace as Fitts' Law predicts. This is less true with the
two MAGIC pointing techniques, particularly the Gaze2 condition, which is definite:, not logarithmic.
Nonetheless, completion time with the MAGIC pointing techniques did increase as target distance
increased. This is intriguing because in MAGIC pointing techniques, the manual control portion of the
movement should be the distance from the warped cursor position to the true target. Such distance
depends on eye tracking system accuracy, which is unrelated to the previous cursor position.
In short, while completion time and target distance with the MAGIC pointing
techniques did not completely follow Fitts' Law, they were not completely independent either. Indeed,
when we lump target size and target distance according to the Fitts' Law
7=0.28 + 0.31 ID (^=0.912) The particular settings of our experiment were very
different from those typically reported in a Fitts' Law experiment: to simulate more realistic tasks we
used circular targets distributed in varied directions in a randomly shuffled order, instead of two vertical
bars displaced only in the horizontal dimension. We also used an isometric pointing stick, not a mouse.
Considering these factors, the above equation is reasonable. The index of performance {I P ) was 3.2
bits per second, in comparison to the 4.5 bits per second in a typical setting (repeated mouse clicks on
For Gaze2:
Note that the data from the two MAGIC pointing techniques fit the Fitts' Law
model relatively poorly (as expected), although the indices of performance (4.55 and 4.76 bps) were
the targets were presented had little influence on trial completion time: F(2 16) = 1.57, N.S.
1.6
1.4
I2
1
The number of misses (clicked off target) was also analyzed. The only
significant factor to the number of misses is target size: F(1,8) = 15.6, p < 0.01. Users tended to have
more misses with small targets. More importantly, subjects made no more misses with the MAGIC
pointing techniques than with the pure manual technique (No_Gaze - 8.2 %, Gazel -7%, Gaze2 -
7.5%).
system has to work. The grammar used by the speaker and accepted by the system, noise level, noise
type, position of the microphone, and speed and manner of the user's speech are some factors that
may affect the quality of speech recognition .When you dial the telephone number of a big company,
you are likely to hear the sonorous voice of a cultured lady who responds to your call with great
courtesy saying "Welcome to company X. Please give me the extension number you want". You
pronounce the extension number, your name, and the name of person you want to contact. If the
called person accepts the call, the connection is given quickly. This is artificial intelligence where an
Artificial intelligence (Al) involves two basic ideas. First, it involves studying the
thought processes of human beings. Second, it deals with representing those processes via machines
(like computers, robots, etc). Al is behavior of a machine, which, if performed by a human being, would
be called intelligent. It makes machines smarter and more useful, and is less expensive than natural
communicating with a computer in a natural language like English. The main objective of a NLP
program is to understand input and initiate action. The input words are scanned and matched against
internally stored known words. Identification of a key word causes some action to be taken. In this
way, one can communicate with the computer in one's language. No special commands or computer
language are required. There is no need to enter programs in a special language for creating software.
simple system may contain a minimum of three filters. The more the number of filters used, the higher
the probability of accurate recognition. Presently, switched capacitor digital filters are used because
these can be custom-built in integrated circuit form. These are smaller and cheaper than active filters
using operational amplifiers. The filter output is then fed to the ADC to translate the analogue signal
into digital word. The ADC samples the filter outputs many times a second. Each sample represents
different amplitude of the signal .Evenly spaced vertical lines represent the amplitude of the audio
filter output at the instant of sampling. Each value is then converted to a binary number proportional to
the amplitude of the sample. A central processor unit (CPU) controls the input circuits that are fed by
the
ADCS. A large RAM (random access memory) stores all the digital values in a buffer area. This digital
information, representing the spoken word, is now accessed by the CPU to process it further. The
normal speech has a frequency range of 200 Hz to 7 kHz. Recognizing a telephone call is more
As explained earlier, the spoken words are processed by the filters and ADCs.
The binary representation of each of these words becomes a template or standard, against which the
future words are compared. These templates are stored in the memory. Once the storing process is
completed, the system can go into its active mode and is capable of identifying spoken words. As each
word is spoken, it is converted into binary equivalent and stored in RAM. The computer then starts
searching and compares the binary input pattern with the templates, t is to be noted that even if the
same speaker talks the same text, there are always slight variations in amplitude or loudness of the
signal, pitch, frequency difference, time gap, etc. Due to this reason, there is never a perfect match
between the template and binary input word. The pattern matching process therefore uses statistical
The values of binary input words are subtracted from the corresponding values
in the templates. If both the values are same, the difference is zero and there is perfect match. If not,
the subtraction produces some difference or error. The smaller the error, the better the match. When
the best match occurs, the word is identified and displayed on the screen or used in some other
manner. The search process takes a considerable amount of time, as the CPU has to make many
comparisons before recognition occurs. This necessitates use of very high-speed processors. A large
RAM is also required as even though a spoken word may last only a few hundred milliseconds, but the
same is translated into many thousands of digital words. It is important to note that alignment of words
and templates are to be matched correctly in time, before computing the similarity score. This process,
termed as dynamic time warping, recognizes that different speakers pronounce the same words at
different speeds as well as elongate different parts of the same word. This is important for the
speaker-independent recognizers.
4.3 APPLICATIONS
One of the main benefits of speech recognition system is that it lets user do
other works simultaneously. The user can concentrate on observation and manual operations, and still
control the machinery by voice input commands. Another major application of speech processing is in
military operations. Voice control of weapons is an example. With reliable speech recognition
equipment, pilots can give commands and information to the computers by simply speaking into their
microphones—they don't have to use their hands for this purpose. Another good example is a
conclusions to a speech recognition system connected to word processors. The radiologist can focus
his attention on the images rather than writing the text. Voice recognition could also be used on
computers for making airline and hotel reservations. A user requires simply to state his needs, to make
Computers would have been much more powerful, had they gained perceptual
and sensory abilities of the living beings on the earth. What needs to be developed is an intimate
relationship between the computer and the humans. And the Simple User Interest Tracker (SUITOR)
fetching more information at his desktop. By simply noticing where the user's eyes focus on the
computer screen, the SUITOR can be more precise in determining his topic of interest. It can even
deliver relevant information to a handheld device. The success lies in how much the suitor can be
intimate to the user. IBM's BlueEyes research project began with a simple question, according to
Myron Flickner, a manager in Almaden's USER group: Can we exploit nonverbal cues to create more
One such cue is gaze—the direction in which a person is looking. Flickner and
his colleagues have created some new techniques for tracking a person's eyes and have incorporated
this gaze-tracking technology into two prototypes. One, called SUITOR (Simple User Interest Tracker),
fills a scrolling ticker on a computer screen with information related to^the user's current task. SUITOR
knows where you are looking, what applications you are running, and what Web pages you may be
browsing. "If I'm reading a Web page about IBM, for instance," says Paul Maglio, the Almaden
cognitive scientist who invented SUITOR, "the system presents the latest stock price or business
news stories that could affect IBM. If I read the headline off the ticker, it pops up the story in a browser
window. If I start to read the story, it adds related stories to the ticker. That's the whole idea of an
attentive system—one that attends to what you are doing, typing, reading, so that it can attend to your
information needs."
6 CONCLUSION
The nineties witnessed quantum leaps interface designing for improved man
machine interactions. The BLUE EYES technology ensures a convenient way of simplifying the life by
providing more delicate and user friendly facilities in computing devices. Now that we have proven
the method, the next step is to improve the hardware. Instead of using cumbersome modules to
gather information about the user, it will be better to use smaller and less intrusive units. The day is
not far when this technology will push its way into your house hold, making you more lazy. It may
even reach your hand held mobile device. Any way this is only a technological forecast.
7 BIBILIOGRAPHY
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Dryer, D.C. (1993). Multidimensional and Discriminant Function Analyses of Affective State
Dryer, D.C. (1999). Getting personal with computers: How to design personalities for agents.
Dryer, D.C, and Horowitz, L.M. (1997). When do opposites attract? Interpersonal
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